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1 #include <float.h>
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2 #include "object.h"
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3 #include "opengl.h"
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4 #include "unistate.h"
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5 #include "logger.h"
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6
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7 static void destroy_all_rec(XFormNode *node);
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8 static void get_all_meshes_rec(XFormNode *node, std::list<Mesh*> *reslist);
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9
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10 DrawMode Object::draw_mode = DRAW_DEFAULT;
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11
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12 Object::Object()
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13 {
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14 mesh = 0;
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15 }
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16
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17 void Object::destroy_all()
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18 {
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19 destroy_all_rec(this);
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20 }
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21
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22 static void destroy_all_rec(XFormNode *node)
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23 {
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24 if(!node) {
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25 return;
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26 }
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27
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28 for(int i=0; i<node->get_children_count(); i++) {
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29 destroy_all_rec(node->get_child(i));
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30 }
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31 delete node;
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32 }
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33
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34 void Object::set_mesh(Mesh *m)
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35 {
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36 mesh = m;
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37 }
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38
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39 Mesh *Object::get_mesh()
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40 {
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41 return mesh;
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42 }
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43
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44 const Mesh *Object::get_mesh() const
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45 {
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46 return mesh;
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47 }
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48
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49 std::list<Mesh*> Object::get_all_meshes()
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50 {
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51 std::list<Mesh*> meshes;
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52 get_all_meshes_rec(this, &meshes);
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53 return meshes;
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54 }
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55
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56 std::list<const Mesh*> Object::get_all_meshes() const
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57 {
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58 std::list<const Mesh*> meshes;
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59 get_all_meshes_rec((Object*)this, (std::list<Mesh*>*)&meshes);
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60 return meshes;
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61 }
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62
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63 static void get_all_meshes_rec(XFormNode *node, std::list<Mesh*> *reslist)
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64 {
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65 if(!node) {
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66 return;
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67 }
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68
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69 Object *obj = dynamic_cast<Object*>(node);
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70 if(obj) {
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71 Mesh *mesh = obj->get_mesh();
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72 if(mesh) {
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73 reslist->push_back(mesh);
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74 }
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75 }
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76
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77 for(int i=0; i<node->get_children_count(); i++) {
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78 get_all_meshes_rec(node->get_child(i), reslist);
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79 }
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80 }
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81
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82 AABox Object::get_aabbox() const
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83 {
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84 AABox box;
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85
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86 if(mesh) {
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87 box = mesh->get_aabbox();
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88 } else {
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89 box.min = Vector3(FLT_MAX, FLT_MAX, FLT_MAX);
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90 box.max = -box.min;
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91 }
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92
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93 int num_children = get_children_count();
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94 for(int i=0; i<num_children; i++) {
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95 const Object *obj = dynamic_cast<const Object*>(get_child(i));
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96 if(obj) {
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97 AABox child_box = obj->get_aabbox();
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98 box.set_union(&box, &child_box);
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99 }
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100 }
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101 return box;
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102 }
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103
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104 Sphere Object::get_bsphere() const
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105 {
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106 Sphere sph;
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107 bool valid = false;
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108
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109 if(mesh) {
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110 sph = mesh->get_bsphere();
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111 valid = true;
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112 } else {
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113 sph.radius = 0.0;
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114 }
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115
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116 int num_children = get_children_count();
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117 for(int i=0; i<num_children; i++) {
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118 const Object *obj = dynamic_cast<const Object*>(get_child(i));
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119 if(obj) {
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120 Sphere child_sph = obj->get_bsphere();
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121 if(valid) {
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122 sph.set_union(&sph, &child_sph);
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123 } else {
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124 sph = child_sph;
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125 valid = true;
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126 }
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127 }
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128 }
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129
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130 return sph;
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131 }
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132
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133 /*static const char *attr_name[] = {
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134 "attr_vertex",
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135 "attr_normal",
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136 "attr_tangent",
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137 "attr_texcoord",
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138 "attr_boneweights",
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139 "attr_boneidx"
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140 };*/
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141
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142 void Object::draw(long msec) const
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143 {
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144 Matrix4x4 xform;
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145 get_xform(msec, &xform);
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146
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147 set_world_matrix(xform);
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148
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149 if(mesh) {
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150 /*unsigned int prog = sdrprog;
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151
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152 if(mesh->get_bones_count() > 0) {
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153 prog = sdrprog_skin;
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154 }
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155
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156 glUseProgram(prog);
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157 // get all the attribute locations
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158 for(int i=0; i<NUM_MESH_ATTR; i++) {
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159 int loc = glGetAttribLocation(prog, attr_name[i]);
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160 if(loc != -1) {
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161 Mesh::set_attrib_location(i, loc);
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162 }
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163 }
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164
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165 setup_bones(msec);
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166
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167 glUseProgram(prog);*/
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168
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169 material.setup();
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170 setup_unistate(); // set all state uniforms
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171
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172 switch(Object::draw_mode) {
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173 case DRAW_WIREFRAME:
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174 mesh->draw_wire();
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175 break;
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176
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177 case DRAW_VERTICES:
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178 mesh->draw_vertices();
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179 break;
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180
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181 case DRAW_DEFAULT:
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182 default:
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183 mesh->draw();
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184 }
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185 }
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186
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187 int num_children = get_children_count();
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188 for(int i=0; i<num_children; i++) {
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189 const Object *obj = dynamic_cast<const Object*>(get_child(i));
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190 if(obj) {
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191 obj->draw(msec);
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192 }
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193 }
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194 }
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195
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196
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197 bool Object::intersect(const Ray &inray, HitPoint *hit) const
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198 {
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199 Ray ray = inray;
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200 Matrix4x4 xform, inv_xform;
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201 get_xform(ray.time, &xform/*, &inv_xform*/);
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202 ray.transform(xform.inverse()); // TODO find out what's wrong with get_xform's inv_xform and use that
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203
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204 HitPoint nearest_hit;
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205 nearest_hit.dist = FLT_MAX;
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206 nearest_hit.obj = 0;
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207
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208 if(mesh) {
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209 if(mesh->intersect(ray, hit ? &nearest_hit : 0)) {
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210 if(!hit) {
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211 return true;
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212 }
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213
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214 if(Mesh::get_intersect_mode() & ISECT_FACE) {
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215 Triangle *face = (Triangle*)nearest_hit.obj;
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216 face->transform(xform);
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217 } else if(Mesh::get_intersect_mode() & ISECT_VERTICES) {
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218 Vector3 *v = (Vector3*)nearest_hit.obj;
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219 v->transform(xform);
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220 } else {
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221 nearest_hit.obj = this;
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222 }
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223 }
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224 }
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225
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226 int num_children = get_children_count();
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227 for(int i=0; i<num_children; i++) {
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228 const Object *obj = dynamic_cast<const Object*>(get_child(i));
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229
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230 HitPoint chit;
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231 if(obj && obj->intersect(inray, hit ? &chit : 0)) {
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232 if(!hit) {
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233 return true;
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234 }
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235
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236 if(chit.dist < nearest_hit.dist) {
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237 nearest_hit = chit;
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238 }
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239 }
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240 }
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241
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242 if(nearest_hit.obj) {
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243 if(hit) {
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244 *hit = nearest_hit;
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245 }
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246 return true;
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247 }
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248 return false;
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249 }
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250
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251
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252 bool Object::setup_bones(long msec) const
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253 {
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254 int num_bones;
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255 if(!mesh || !(num_bones = mesh->get_bones_count())) {
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256 return false;
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257 }
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258
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259 /*char uniname[32];
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260
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261 for(int i=0; i<num_bones; i++) {
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262 const XFormNode *bone = mesh->get_bone(i);
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263
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264 Matrix4x4 xform;
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265 bone->get_xform(msec, &xform);
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266
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267 xform = xform * bone->get_bone_matrix();
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268
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269 sprintf(uniname, "bone_xform[%d]", i);
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270 int loc = glGetUniformLocation(sdrprog_skin, uniname);
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271 if(loc == -1) {
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272 return false;
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273 }
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274 glUniformMatrix4fv(loc, 1, GL_TRUE, xform[0]);
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275 }*/
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276 return true;
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277 }
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278
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279 DrawMode Object::set_draw_mode(DrawMode mode)
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280 {
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281 DrawMode prev = Object::draw_mode;
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282 Object::draw_mode = mode;
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283 return prev;
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284 }
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